private void HandlerMouseRightButtonHeld()
        {
            _heightAccumulator += 4d;

            if (Constants.GhostBallAllowed && this._kickMode == KickMode.Free)
            {
                if (_painter.Ghost == null)
                {
                    _painter.Ghost = new BallGhost(_ball);
                }

                BallGhost ghost = _painter.Ghost;
                ghost.Position3d = _ball.Position3d;
                this.KickBallTowardMouse(ghost);
            }
        }
 private void DrawGhostBall(Graphics g, BallGhost ghost)
 {
     this.DrawSomeBall(g, ghost, this.Balls[(sbyte)SpriteBall.Ghost]);
 }
        /// <summary>
        /// Coords the painting of the portion of the map between the two Coords parameters.
        /// </summary>
        public void Paint(Graphics g, Coords topLeft, Coords bottomRight)
        {
            // The algorithm is as follows:
            // 1) AT INIT: Imports and resizes the bitmaps.
            // 2) AT ZOOM: Resizes bitmaps.
            // 3) AT PAINT: The Form determines what portion of the map should be painted and calls Painter.
            // Painter goes through the Tiles and draws them, row by row, from left-to-right from
            // top-to-bottom.

            #region Tiles

            Int32 pixelsX = 0;
            // We assume the validity check for the two coords has been done in the caller class.
            for (Int32 i = 0; i < Constants.MapSizeX; ++i)
            {
                if (i > 0)
                {
                    pixelsX += Constants.TileSizesX[i - 1];
                }


                Int32 pixelsY = 0;
                for (Int32 j = 0; j < Constants.MapSizeY; ++j)
                {
                    Coords currentCoords = new Coords(i, j);
                    Tile   currentTile   = this._currentMap.GetTile(i, j);

                    if (j > 0)
                    {
                        pixelsY += Constants.TileSizesY[j - 1];
                    }

                    this.TileDrawBitmap(g, new Coords(pixelsX, pixelsY), this.Tiles[(sbyte)currentTile.MyBitmap]);


                    foreach (Footballer critter in _currentMap.Roster.Values)
                    {
                        this.AddForPaintingFootballer(critter);
                    }
                }
            }

            #endregion

            #region Props and Footballers

            // The tiles have informed the painter about the Footballers he's supposed to draw.
            foreach (Footballer critter in this._FootballersToDraw)
            {
                this.FillPlayerEllipse(g, critter.PositionDouble, 10, 8, critter.Team.TeamColor);

                this.DrawBitmapAtPixel(g, new Coords((Int32)critter.PositionDouble.X, (Int32)critter.PositionDouble.Y),
                                       this.Footballers[(sbyte)critter.MyBitmap]);

                Vector2d delta = critter.FacingDirection;
                delta.ScaleToLength(50);
                this.DrawLine(g, critter.PositionDouble, critter.PositionDouble + delta);
            }

            // Draw the labels
            foreach (Footballer critter in this._FootballersToDraw)
            {
                //FIX
                // draw labels
                if ((critter.LabelUpper != null) && (critter.LabelUpper.Length > 0))
                {
                    this.DrawLabel(g, critter.PositionDouble + new Vector2d(0, -200), critter.LabelUpper);
                }

                if ((critter.LabelLower != null) && (critter.LabelLower.Length > 0))
                {
                    //this.DrawLabel(g, new Coords(CoordsType.Pixel, critter.PositionPixel.X, critter.PositionPixel.Y + critter.RadiusY), critter.LabelLower);
                }
            }

            for (int i = 0; i < Props.Length; ++i)
            {
                DrawProp(g, Constants.PropLocations[i], Props[i]);
            }

            #endregion

            #region Nets, Ball, and Info

            // DrawGhostBall if option is enabled
            if (this._ghost != null)
            {
                //BallGhost ghost = new BallGhost(this._currentMap.BallReference);
                for (int i = 0; i < Constants.GhostBallTimeLength; ++i)
                {
                    for (int j = 0; j < Constants.GhostBallDrawInterval; ++j)
                    {
                        _ghost.UpdateMotion3D();
                    }
                    this.DrawGhostBall(g, _ghost);
                }
            }

            if (Constants.ShowTrajectory)
            {
                if (this._currentMap.BallReference.Projection.Count > 0)
                {
                    foreach (Vector3d v in this._currentMap.BallReference.Projection)
                    {
                        BallGhost ghost = new BallGhost(this._currentMap.BallReference);
                        //ghost.SpawnAt(v.ProjectionXY());
                        ghost.Stop();
                        ghost.Position3d = v;
                        this.DrawGhostBall(g, ghost);
                    }
                }
            }

            BallPosition ballPos = DetermineBallPosition(_currentMap.BallReference);

            // Nets
            if (ballPos == BallPosition.BehindGoal)
            {
                this.DrawSomeBall(g, _currentMap.BallReference, this.Balls[(sbyte)SpriteBall.Standard]);
            }
            DrawNetYAxis(g, Constants.NetsBackLeft);
            DrawNetYAxis(g, Constants.NetsBackRight);
            DrawNetXAxis(g, Constants.NetsBackLeft, Constants.GoalTop);
            DrawNetXAxis(g, Constants.GoalRight, Constants.GoalTop);
            if (ballPos == BallPosition.InsideGoal)
            {
                this.DrawSomeBall(g, _currentMap.BallReference, this.Balls[(sbyte)SpriteBall.Standard]);
            }
            DrawNetXAxis(g, Constants.NetsBackLeft, Constants.GoalBottom);
            DrawNetXAxis(g, Constants.GoalRight, Constants.GoalBottom);
            DrawNetZAxis(g, Constants.NetsBackLeft);
            DrawNetZAxis(g, Constants.GoalRight);
            DrawGoals(g);
            if (ballPos == BallPosition.Visible)
            {
                this.DrawSomeBall(g, _currentMap.BallReference, this.Balls[(sbyte)SpriteBall.Standard]);
            }


            DrawBallParameters(g, topLeft);
            DrawShotParameters(g, topLeft);

            this.DrawInfluenceMap(g, _currentMap.MatchOnMap.TeamLeft.TeamInfluenceMap, topLeft, _currentMap.MatchOnMap.TeamLeft.TeamColor, true);
            this.DrawInfluenceMap(g, _currentMap.MatchOnMap.TeamRight.TeamInfluenceMap, topLeft, _currentMap.MatchOnMap.TeamRight.TeamColor, false);

            #endregion

            // Clean up the ID list.
            this._FootballersToDraw.Clear();
        }